Poker training devices and games using the devices

ABSTRACT

A method and equipment for playing a game of a type wherein a player conceals his emotional state from other players. A device translates an internal emotional state of a player into a display perceptible by others near the player. The device may comprise a sensor unit, and a securing device for securing the sensor unit in contact with the player&#39;s skin, the sensor unit detecting a physical parameter indicative of the player&#39;s emotional state and issuing a detection signal; and a display unit attached to the sensor unit for receiving the detection signal and issuing a display indicative of the player&#39;s emotional state.

CROSS-REFERENCE TO RELATED APPLICATION

This application is based upon and claims priority of U.S. ProvisionalApplication Ser. No. 60/697,275, filed Jul. 8, 2005, incorporated byreference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to mood-sensing biofeedback devices, andmore particularly to biofeedback devices and methods for use in games,such as poker.

2. Background Art

Poker playing is an art and a science. Woven into the fabric of the gameis a sophisticated personal skill, namely the ability to communicate—orto inhibit from communicating—non-verbal behavioral signals.

It has long been observed that emotional states are expressed throughthe skin. In nervous tension, for example, the skin arteriolesconstrict, thus reducing blood flow and lowering skin temperature. Inrelaxation, blood vessels expand, warming the skin.

Electrical skin resistance falls in states of tension because ofincreased skin moisture. In relaxation, the skin becomes dryer,increasing its electrical resistance.

Muscle action potentials decrease with relaxation and increase withtension. Muscles in the face for example may, at rest, show voltagesranging from approximately 0.5 to 3 microvolts. In states of tension,the voltages may far exceed that range.

Devices capable of reading a player's emotional state may rely on themeasurement of body temperature, of galvanic skin resistance (GSR),and/or of muscular tension (EMG). Body temperature, galvanic skinresponse, and muscular tension are readily translated to a light displayvia liquid crystal display (LCD) technology; and to a sound via atransducer, an amplifier, and a speaker; and to a vibration via avibrational unit.

Known biofeedback devices are capable of translating skin temperature,skin resistance, and/or muscle action potential into light, color, andsound.

The devices are capable of translating skin temperature, skinresistance, and/or muscle action potentials into light, color, andsound. Rather than acting as clinical biofeedback instruments, however,this invention applies the use of these devices for entertainmentpurposes, especially for improving the user's poker playing.

SUMMARY OF THE INVENTION

Accordingly, the invention relates to biofeedback devices and methods,and to games played with the devices and methods.

It is an object of the present invention to apply biofeedback devices toenhance the play of certain games, including but not limited to pokerand the like.

The devices in this invention, particularly adapted for poker training,contain sensors capable of translating changes in skin temperature, skinelectrical conductivity, and/or muscle action potentials intoperceptible stimuli such as light, sound, and vibration. The vibrationfeature allows the player to privately guage the presence and intensityof his/her own internal reactions.

This invention contains elements found in most biofeedback circuits: Atransducer receives bodily signals, converting them to forms readable byinstruments. An amplifier augments the strength of the signals receivedfrom the transducer. A signal processor narrows or selects the spectrumof signals received, selecting the most fruitful for processing by thesignal display which converts the signal into perceivable stimuli—in thecase of this invention, light and sound.

In poker for example, the devices' purpose is to signal to other playersthe status of a player's internal emotional state, such as nervoustension, or of another type of emotional arousal, in order to infuse theplaying field with novel levels of divertissement intrigue.

The disclosed game example is a poker game played in similar fashion toany one of the varieties of poker enjoyed today except that it adds theadditional feature wherein the players wear a small device on theirheads designed to “read” their emotional states and to convey them toother players. The device translates the player's emotional dispositioninto a light display and/or a sound, and/or a vibration. The intensityof light, sound, or vibration is proportional to the player's level ofinternal arousal.

The disclosed training devices have the capacity to integrate skintemperature, skin resistance, and muscle action potentials, via amicroprocessor, in order to achieve accuracy in translating states ofautonomic nervous system activation.

The tension level of each individual player is translated via sensors onthe device and displayed for other players to take note. With higherstates of internal tension, the light displays increasing brightness andcolor and the sound is driven to a higher pitch or to a different tone.

The light, sound and vibration may each be displayed individually, orconjointly. Light, sound and vibration may be selected in anycombination. The choice is left to the players, who decide as a group atthe start of the game which modalities will be displayed.

If only the light display is chosen, the device may be constructed sothat either (1) the players are not able to observe their own lightdisplays, or (2) the players can observe both their own displays and thedisplays of the others.

If only the sound option is chosen, the players will be exposed to theauditory signals of all the players. A higher pitch sound or tone fromone player will signify that the stress level of that player hasincreased.

If both the light and the sound displays are activated for all players,everyone will have a chance to both see and hear the inner emotionalworkings of their fellow players.

Since each player wears a device open to the direct observation of allother players, the ordinary poker game achieves a new level of enjoymentand psychological complexity.

In many games, foremost of which is poker, bluffing is a central part ofgame strategy. Bluffing, to be done correctly, necessitates either acomplete absence of giveaway facial and bodily expressions, orbehavioral expressions deliberately opposite to the ones actuallyexperienced.

Bluffing, however, skillfully as it may inhibit any outward behavioraldisplay, invariably creates internal tension which translates intoarousal of the autonomic nervous system, expressed through alterationsof skin temperature, skin electrical conductivity, and muscle actionpotentials. Several poker situations may, in addition to bluffing,intensify internal tension. Consider, for example, the act of beingdealt a winning card. Can players inhibit their internal responses so asnot to give themselves away? Can players, not only inhibit, but alsodeliberately create internal responses to confuse other players?

The idea of using these devices to convey a poker player's emotionalstate to other players may, at first glance, seem counter-intuitive.What advantage, one may ask, could be bestowed on an individual playerby wearing a device that telegraphs his/her inner emotional workings tohis adversaries?

The answer lies not so much in enhancing any one player's personaladvantage in the game. The purpose of the device becomes clear when oneconsiders that all the players are wearing the same device. The gamethen achieves an interactive group dynamic, where each player is able toobserve the emotional states of all the other players, and, importantly,receives feedback from other players about his/her own emotional state.

The presence of other players has a marked influence upon the individualplayer's poker playing. Other players may bluff or use intimidation, orhumor, to distract and perhaps derail the game of their opponents. Theindividual poker player, given all the data furnished by all the devicesworn by the other players, then has the opportunity to modulate his/herinternal reactions in order to master the art of controlling theirdegree of communication to the other players. With sustained training,this skill will carry over when the training device is not in use.

Importantly, the disclosed devices can be useful in honing one'sintuition. Indeed, it is increasingly appreciated that hunches are firstperceived below the level of awareness and that expert poker players arethe ones that are mot attuned to their internal states. The devices canthus teach players how to become increasingly sensitive to their ownsubconscious signals.

Devices designed to translate internal emotional arousal into visual,auditory and/or vibrational displays for use as learning tools for cardgames such as, but not limited to poker, are presented herein.

These devices may be used in any one of the many varieties of pokergames including “Texas Hold'em.”

These devices make possible:

-   1. Personal training in sharpening one's self-awareness—and    consequently, intuition—in the context of poker playing by    presenting the player with a vibrational signal reflecting his/her    state of inner tension. The usefulness of this training is derived    from data showing that expert players are more finely attuned than    most in listening to their visceral signals. With continued use,    these devices enable the player to become more rapidly conscious of    his/her hunches.-   2. Interactive training. When all poker players are wearing the    devices there are mutual player interactions influencing individual    play. The devices sharpen the player's awareness of how the other    players influence personal play.

Other features and advantages of the present invention will becomeapparent from the following description of embodiments of the inventionwhich refers to the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows a first device in the form of a headband in frontal view.

FIG. 2 shows the headband in lateral view.

FIG. 3 shows the device as it is worn on the head.

FIG. 4 is a back view of the device, namely the surface that is incontact with the skin.

FIG. 5 shows a second device, designed for wearing as glasses, infrontal view.

FIG. 6 shows the glasses from the side apposing the face.

DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION

FIG. 1 shows a first device designed in the form of a headband, infrontal view. The sensor housing unit (1) is apposed to the forehead andis held to the head by straps (2). The sensor housing unit connects withthe light display (3). The mini-speaker (4) is also visible in thefrontal view.

FIG. 2 shows the headband in lateral view. The sensor housing unit (1)wraps around the forehead by means of straps (2). The sensor housingunit attaches to the light display (3).

FIG. 3 shows the device as it is worn on the head. The sensor housingunit (1) is held in place by the strap (2). The mini-speaker (4) isvisible. The light display (3) rises above the sensor unit and may bedisposed so as to be either visible or not visible to the wearer.

FIG. 4 is a back view of the device, the surface that is in contact withthe skin. The sensor housing unit (1) is held to the skin of theforehead by means of straps (2). The battery (5) powers themicroprocessor (6). The microprocessor is connected to the input ofseveral sensors, among them the temperature sensor (7), the EMG sensor(8), and the GSR sensor (9). The microprocessor's output is to the lightdisplay (3), which may include one or a plurality of LED's presentingone or a plurality of colors, to the mini-speaker (4), and to thevibration unit (11). A control button, dial or the like (10) regulatesthe functions of the microprocessor including selection of optionsincluding the light display and the sound and vibration functions. Themini-speaker may emit tones, music or any other sound.

The microprocessor advantageously may process or filter the detectionsignals from the sensors, for example reducing or limiting theirfrequency range, so as to obtain a processed signal with bettercorrelation to the user's emotional state than the raw detection signal.An amplifier, not shown, may also be provided for amplifying thedetection signal and/or the outputs to the display devices.

FIG. 5 shows the device designed for wearing as glasses, in frontalview. The light display (3) forms the rim of the glasses. Themini-speaker (4) is shown in the nose bridge.

FIG. 6 shows the glasses from the side apposing the face. The battery(5) powers the microprocessor (6). The microprocessor receives signalsfrom the sensors, namely the temperature sensor (7), the EMG sensor (8),and the GSR sensor (9). The microprocessor modulates the output of thespeaker (4) and of the light display (3), and the vibration unit (11) inthe same manner as in the first device.

The devices may be provided in a kit containing all the elementsnecessary for a poker game: cards, chips, and instructions.

In use, each player places one of the disclosed devices on his/her head.

At the beginning of the game all players decide on any one of fouroptions regarding setting their devices, namely to:

-   1. Turn on the light display only-   2. Turn on the auditory display only-   3. Turn on both the light and sound displays-   4. Turn on the private vibrational mode, alone or in conjunction    with other modalities.

As the game proceeds, each player will have the opportunity to observethe displays of other players in relation to the evolution of the game.Poker situations will become connected to patterns of response inindividual players and each player will attempt to use the data gleanedfrom the signals of fellow players to advance his or her own game.

Although the present invention has been described in relation toparticular embodiments thereof, many other variations and modificationsand other uses will become apparent to those skilled in the art.Therefore, the present invention is not limited by the specificdisclosure herein.

1. A device for translating an internal emotional state of a user into adisplay perceptible by others near the user, comprising: a sensor unit,and a securing device for securing the sensor unit in contact with theskin of a user, said sensor unit comprising a sensor for detecting atleast one physical parameter indicative of said user's emotional stateand issuing a detection signal; and a display unit attached to saidsensor unit for receiving said detection signal and issuing a displayindicative of said emotional state.
 2. The device of claim 1, whereinsaid sensor comprises at least one of a temperature sensor, an EMGsensor, and a GSR sensor.
 3. The device of claim 2, further comprisingcircuitry for processing said detection signal by amplifying saiddetection signal, or by selecting components of said detection signalindicative of said emotional state, or both.
 4. The device of claim 1,wherein said sensor circuit, display unit and securing arrangement forma headband.
 5. The device of claim 1, wherein said sensor circuit,display unit and securing arrangement further comprise lenses andthereby form eyeglasses.
 6. The device of claim 1, wherein said sensorunit is securable in a position in which said display is not visible tothe user.
 7. The device of claim 1, wherein said display comprises atleast one of a light display, a sound generator, and a vibrationgenerator.
 8. The device of claim 7, further comprising circuitry forselecting one or more of said light, sound and vibration display.
 9. Thedevice of claim 8, wherein said circuitry further sets the intensity ofsaid one or more display.
 10. A method of translating an internalemotional state of a user into a display perceptible by others near theuser, comprising the steps of: securing a sensor unit in contact withthe skin of a user, in a position in which said display is perceptibleby others near the user, detecting with said sensor unit a physicalparameter indicative of said user's emotional state and issuing adetection signal; and receiving said detection signal with a displayunit attached to said sensor unit and issuing a display indicative ofsaid emotional state.
 11. The method of claim 10, comprising the step ofsensing at least one of temperature, muscle tension and skin resistanceof said user.
 12. The method of claim 10, comprising the step ofsecuring said sensor unit in a position in which said display is notvisible to the user.
 13. A method of playing a game having apredetermined set of equipment and rules, including a step wherein aplayer conceals his emotional state from other players, said methodcomprising the steps of: providing said players with said game equipmentand said rules; providing each of said players with a device capable oftranslating an internal emotional state of a player into a displayperceptible by others near the player, said device comprising: a sensorunit, and a securing device for securing the sensor unit in contact withthe skin of the player, said sensor unit comprising a sensor fordetecting a physical parameter indicative of said player's emotionalstate and issuing a detection signal; and a display unit attached tosaid sensor unit for receiving said detection signal and issuing adisplay indicative of said emotional state; wherein each player securessaid device in a place on said player's body where said display unit isperceptible by the other players.
 14. The method of claim 13, comprisingthe step of sensing at least one of temperature, muscle tension and skinresistance of said user.
 15. The method of claim 13, wherein said sensorunit is securable in a position in which said display is not visible tothe user.
 16. A method of playing a game having a predetermined set ofequipment and rules, including a step wherein a player conceals hisemotional state from other players, said method comprising the steps of:providing said players with said game equipment and said rules;providing said players with a device which translates an internalemotional state of a player into a display perceptible by others nearthe player.
 17. Equipment for a game having a predetermined set ofequipment and rules, including a step wherein a player conceals hisemotional state from other players, comprising: said game equipment andsaid rules; in combination with a device for translating an internalemotional state of a player into a display perceptible by others nearthe player, said device comprising: a sensor unit, and a securing devicefor securing the sensor unit in contact with the skin of the player,said sensor unit comprising a sensor for detecting a physical parameterindicative of said player's emotional state and issuing a detectionsignal; and a display unit attached to said sensor unit for receivingsaid detection signal and issuing a display indicative of said emotionalstate; said device being securable in a place on said player's bodywhere said display unit is perceptible by the other players.
 18. Theequipment of claim 17, wherein said sensor comprises at least one of atemperature sensor, an EMG sensor, and a GSR sensor.
 19. The equipmentof claim 17, wherein said sensor unit is securable in a position inwhich said display is not visible to the user.